Zahir (Adrik) Pathfinder Society

--- Character Sheet: Zahir Fayyad (Adrik) ---
Name: Zahir Fayyad
PFS Number: 18774-3
Race: Human
Class: Bard (Dawnflower Dervish) Favored class: Bard
Faction: Qadira
Alignment: Neutral Good
Deity: Sarenrae
Age: 20
Eyes: Brown
Hair: Black
Features: Dusky olive skin, dark eyes, a hawkish nose and a goatee oiled to a point
Height: 5'9"
Weight: 160 lb
Size: M
Gender: M
Level: 1
Exp: 0
Mod
Str: 13 +1
Dex: 16 +3
Con: 14 +2
Int: 10 +0
Wis: 12 +1
Cha: 14 +2
HP: 11/11 (8/class + 2/con + 1/fav class, 5 + con per level after 1st)
Speed: 30 ft
with armor: 30 ft
Initiative: +4 = +3(dex) +1(trait)
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SAVES
Fortitude: +2 = 0(base) +2(con)
Reflex: +5 = 2(base) +3(dex)
Will: +3 = 2(base) +1(wis)
ATTACKS
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Base Attack = +0
Melee: +1 = 0(base) +1(str) +0(size)
Ranged: +3 = 0(base) +3(dex) +0(size)
CMB: 1 = 0(base) +1(str) +0(size)
CMD: 14 = 0(base) +1(str) +0(size) +3(dex) + 10
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Total AC = Base Shield Dex Armour Size Misc
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standard: 17 = 10 +0 +3 +4 +0 +0
vs Touch: 13 = 10 -- +3 -- +0 +0
Flatfooted: 14 = 10 +0 -- +4 +0 +0
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WEAPONS TAB DMG Crit Range Size Type
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Scimitar +3 1d6+3(dex) (18-20)x2 melee M Slashing
Dagger +1 1d4+1(str) (19-20)x2 melee M P or S
Dagger, thrown +3 1d4+1(str) (19-20)x2 10' M P or S
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ARMOUR AC Max Dex Check Penalty Spell Failure Speed
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Chain Shirt +4 +4 -1* 0%** 30 ft
*reduced by 1 due to Armor Expert trait
**due to Bard class ability
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SKILLS Abil Mod Abil Ranks Misc (details)
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Skill points/level: 7 = 6(class)+0(int)+1(human)+0(favoured class)
Total Spent: 7/7
--Class--------------------------------------------------------------------
Acrobatics dex* +6 = +3 1 +3(class)-1(AC penalty)
Appraise int +0 = +0 0 +0
Bluff cha +2 = +2 0 +0
Climb str* +0 = +1 0 +0 -1(AC penalty)
Craft int +0 = +0 0 +0
Diplomacy cha +6 = +2 1 +3(class)
Disguise cha +2 = +2 0 +0
Escape Artist dex* +2 = +3 0 +0 -1(AC penalty)
Intimidate cha +2 = +2 0 +0
Knowledge (arcana)** int
Knowledge (dungeoneering)** int
Knowledge (engineering)** int
Knowledge (geography)** int
Knowledge (history)** int
Knowledge (local)** int
Knowledge (nature)** int
Knowledge (nobility)** int
Knowledge (planes)** int
Knowledge (religion)** int
Linguistics** int
Perception wis +5 = +1 1 +3(class)
Perform (dance) cha +6 = +2 1 +3(class)
Perform (sing) cha +2 = +2 0 +0
Profession** wis
Sense Motive wis +5 = +1 1 +3(class)
Sleight of Hand** dex*
Spellcraft** int +0(class)
Stealth dex* +6 = +3 1 +3(class)-1(AC penalty)
Use Magic Device** cha +6 = +2 1 +3(class)
--Cross Class--------------------------------------------------------------
Disable Device** dex*
Fly dex* +2 = +3 0 -1(AC penalty)
Handle Animal** cha
Heal wis +1 = +1 0 +0(healer's kit)
Ride dex* +2 = +3 0 -1(AC penalty)
Survival wis +1 = +1 0
Swim str* +0 = +1 0 -1(AC penalty)
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*armour check penalty applies
**cannot be used untrained
FEATS
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(Class) Dervish Dance When wielding a scimitar with one hand, you can use
your Dexterity modifier instead of your Strength
modifier on melee attack and damage rolls. You treat
the scimitar as a one-handed piercing weapon for all
feats and class abilities that require such a weapon
(such as a duelistís precise strike ability). The
scimitar must be for a creature of your size. You
cannot use this feat if you are carrying a weapon
or shield in your off hand. (Inner Sea World Guide, p.286)
(Human) Arcane Strike Prerequisite: Ability to cast arcane spells.
Benefit: As a swift action, you can imbue your weapons
with a fraction of your power. For 1 round, your weapons
deal +1 damage and are treated as magic for the purpose of
overcoming damage reduction. For every five caster levels
you possess, this bonus increases by +1, to a maximum of
+5 at 20th level
(1st) Extra Performance Prerequisite: Bardic performance class feature.
Benefit: You can use bardic performance for 6 additional
rounds per day.
Special: You can gain Extra Performance multiple times.
Its effects stack.
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TRAITS
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Armor Expert (combat) You have worn armor as long as you can remember, either
as part of your training to become a knightís squire or
simply because you were seeking to emulate a hero. Your
childhood armor wasnít the real thing as far as protection,
but it did encumber you as much as real armor would have,
and youíve grown used to moving in such suits with relative
grace. When you wear armor of any sort, reduce that suitís
armor check penalty by 1, to a minimum check penalty of 0.
(Advanced Player's Guide, p.327)
Watching Taldor (Qadira) You have spent all of your adult life with eyes turned
northward, waiting for the Taldan weaklings to give you
an excuse to fight, ready to act at a momentís notice.
You gain a +1 trait bonus to Initiative checks, and if
you are able to act during the surprise round of an
encounter, you can draw a weapon (but not a potion or
magic item) as a free action during that round.
(Qadira, Gateway to the East, p.9)
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LANGUAGES
----------------
Common
Kelish
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SPELLS & MAGIC
--------------
Lvl 0 (DC 12) ---------------------------------------------- 4|any
Ghost sound
Light
Read magic
Spark
Lvl 1 (DC 13) ---------------------------------------------- 2|2/day (1 class + 1 cha bonus)
Cure light wounds
Expeditious retreat
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Battle Dance / Bardic Performance: 12 rounds/day
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INVENTORY Cost Weight
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Worn/Wielding
Armor - Chain Shirt (100gp) 25lb
Weapons- Scimitar (15gp) 4lb
Dagger (x4) (4gp) 4lb
Bag - Backpack (2gp) 2lb
Outfit - Explorer's Outfit (0gp) 0*
*(Starting outfit doesn't count against encumbrance)
In Backpack
(1) Waterskin (1gp) 4lb
(2) Rations, trail (1gp) 2lb
(1) Map/Scroll case (1gp) .5lb
(10) Parchment, sheet (2gp) --
(1) Ink, 8oz vial (8gp) --
(1) Inkpen (0gp1sp) --
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Total Value|Personal Load: (134gp1sp) 41lb*
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*rounding down
ENCUMBERANCE
-----------------------------
Personal Encumberance
Light Load: 50 lb or less
Medium Load: 51 lb - 100 lb
Heavy Load: 101 lb - 150 lb
_____________________________
COIN AMOUNT
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pp 1
gp 5
sp 9
cp 0
Prestige 0
Fame 0
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CLASS FEATURES
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Dawnflower Dervish Archetype (Inner Sea Magic p.34)
Weapon and Armor Proficiency:
Dawnflower dervishes gain weapon proficiency with the scimitar.
This ability replaces their proficiency with the rapier and whip.
Deity:
A Dawnflower dervish must be a worshiper of Sarenrae. A dervish who
abandons or betrays this faith reverts to a standard bard.
Battle Dance:
A Dawnflower dervish is trained in the use of the Perform skill,
especially dance, to create magical effects on himself. This works
like bardic performance, except that the Dawnflower dervishís
performances grant double their normal bonuses, but these bonuses only
affect him. He does not need to be able to see or hear his own performance.
Battle dancing is treated as bardic performance for the purposes of feats,
abilities, and effects that affect bardic performance, except that battle
dancing does not benefit from the Lingering Performance feat or any other
ability that allows a bardic performance to grant bonuses after it has ended.
The benefits of battle dancing apply only when the bard is wearing light or
no armor. Like bardic performance, battle dancing cannot be maintained
at the same time as other performance abilities.
Starting a battle dance is a move action, but it can be maintained each round
as a free action. Changing a battle dance from one effect to another requires
the Dawnflower dervish to stop the previous performance and start the new
one as a move action. Like a bard, a Dawnflower dervishís performance ends
immediately if he is killed, paralyzed, stunned, knocked unconscious, or
otherwise prevented from taking a free action each round. A Dawnflower
dervish cannot perform more than one battle dance at a time. At 10th level,
a Dawnflower dervish can start a battle dance as a swift action instead
of a move action.
When the Dawnflower dervish uses the inspire courage, inspire greatness,
or inspire heroics bardic performance types as battle dances, these performance
types only provide benefit to the Dawnflower dervish himself. All other types of
bardic performance work normally (affecting the bard and his allies, or the bardís
enemies, as appropriate). This ability alters the standard bardic performance ability.
Dervish Dance (Ex):
A Dawnflower dervish gains the Dervish Dance feat (Inner Sea World Guide, p.286)
as a bonus feat. This ability replaces bardic knowledge.
Spinning Spellcaster (Ex):
At 5th level, a Dawnflower dervish gains a +4 bonus on concentration checks to
cast spells defensively. This ability replaces lore master.
Meditative Whirl (Ex):
At 8th level, when using battle dance, the Dawnflower dervish can enter a
trance-like state where his spinning motion represents the movement of the
planets around the sun, and his spirit is attuned to the healing aspects of
Sarenrae. By spending a move action focusing on his whirling, the dervish can
apply the Quicken Spell feat to any cure spell he is about to cast (effectively
spending a move action and swift action to cast the spell). This does not alter
the level of the spell or the casting time. The dervish can use this ability once
per day at 8th level and one additional time per day for every two dervish
levels he has beyond 8th. This ability replaces the dirge of doom bardic performance.
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Bardic Performance (Ex):
A bard is trained to use the Perform skill to create magical effects on those around
him, including himself if desired. He can use this ability for a number of rounds
per day equal to 4 + his Charisma modifier. At each level after 1st a bard can
use bardic performance for 2 additional rounds per day. Each round, the bard can
produce any one of the types of bardic performance that he has mastered, as
indicated by his level. Starting a bardic performance is a standard action,
but it can be maintained each round as a free action. Changing a bardic performance
from one effect to another requires the bard to stop the previous performance and
start a new one as a standard action. A bardic performance cannot be disrupted,
but it ends immediately if the bard is killed, paralyzed, stunned, knocked
unconscious, or otherwise prevented from taking a free action to maintain it
each round. A bard cannot have more than one bardic performance in effect
at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a
standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both. If a bardic
performance has audible components, the targets must be able to hear the bard for the
performance to have any effect, and such performances are language dependent. A deaf bard
has a 20% chance to fail when attempting to use a bardic performance with an audible
component. If he fails this check, the attempt still counts against his daily limit.
Deaf creatures are immune to bardic performances with audible components. If a bardic
performance has a visual component, the targets must have line of sight to the bard
for the performance to have any effect. A blind bard has a 50% chance to fail when
attempting to use a bardic performance with a visual component. If he fails this check,
the attempt still counts against his daily limit. Blind creatures are immune to bardic
performances with visual components. (Modified by Battle Dance ability above)
Countersong (Su):
At 1st level, a bard learns to counter magic effects that depend on sound (but not
spells that have verbal components). Each round of the countersong he makes a
Perform(keyboard, percussion, wind, string, or sing) skill check. Any creature
within 30 feet of the bard (including the bard himself ) that is affected by a sonic or
language-dependent magical attack may use the bardís Perform check result in place of
its saving throw if, after the saving throw is rolled, the Perform check result
proves to be higher. If a creature within range of the countersong is already under
the effect of a noninstantaneous sonic or language-dependent magical attack, it gains
another saving throw against the effect each round it hears the countersong, but it
must use the bardís Perform skill check result for the save. Countersong does not work
on effects that donít allow saves. Countersong relies on audible components.
Distraction (Su):
At 1st level, a bard can use his performance to counter magic effects that depend on
sight. Each round of the distraction, he makes a Perform(act, comedy, dance, or oratory)
skill check. Any creature within 30 feet of the bard (including the bard himself) that is
affected by an illusion (pattern) or illusion (figment) magical attack may use the bardís
Perform check result in place of its saving throw if, after the saving throw is rolled,
the Perform skill check proves to be higher. If a creature within range of the distraction
is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment)
magical attack, it gains another saving throw against the effect each round it sees the
distraction, but it must use the bardís Perform skill check result for the save.
Distraction does not work on effects that donít allow saves. Distraction relies on visual
components.
Fascinate (Su):
At 1st level, a bard can use his performance to cause one or more creatures to become
fascinated with him. Each creature to be fascinated must be within 90 feet, able to see
and hear the bard, and capable of paying attention to him. The bard must also be able to
see the creatures affected. The distraction of a nearby combat or other dangers prevents
this ability from working. For every three levels the bard has attained beyond 1st,
he can target one additional creature with this ability. Each creature within range
receives a Will save (DC 10 + 1/2 the bardís level + the bardís Cha modifier to negate
the effect. If a creatureís saving throw succeeds, the bard cannot attempt to fascinate
that creature again for 24 hours. If its saving throw fails, the creature sits quietly
and observes the performance for as long as the bard continues to maintain it. While
fascinated, a target takes a Ė4 penalty on all skill checks made as reactions, such
as Perception checks. Any potential threat to the target allows the target to make a
new saving throwagainst the effect. Any obvious threat, such as someone drawing a
weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on
audible and visual components in order to function.
Inspire Courage (Su):
A 1st-level bard can use his performance to inspire courage in his allies (including
himself), bolstering them against fear and improving their combat abilities. To be affected,
an ally must be able to perceive the bardís performance. An affected ally receives a +1 morale
bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and
weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases
by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability.
Inspire courage can use audible or visual components. The bard must choose which component to
use when starting his performance.
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MISC. BONUSES
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RACIAL Bonuses
CLASS Bonuses
DEITY Bonuses
etc
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BOONS
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None
Boon Name (from Scenario x-xx)
Boon Description
Boon Name (from Scenario x-xx)
Boon Description
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SCENARIO NOTES
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[Area]
Tasks:
*
*
NPC's:
*
*
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SCENARIOS COMPLETED
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None
(2012-mm-dd) 0-00: Name of Module
(2012-mm-dd) 0-00: Name of Module
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